In this post, I wanted to talk about automated testing. It’s a recurrent issue that when working on a game, you implement some functionality that breaks something you did before. And even that bugs that you fixed at some point in the development start...

Some of you already know that I’ve strong roots in Agile practices. One of them is TDD, and up until now, I haven’t been able to do TDD in video games in a productive way. In Nubarron we actually started the development doing TDD, but Unity Test Tools...

The hot reload functionality that I was so eagerly desiring to implement was a pain to get working using C++ classes, so I went full 1979 with it and split the logic from the data model, this provided me with some insight on how to manage the memory...

In order to release some frustration on my current programming in Nubarron, I started creating a game in C++, and I wanted to share some of the infrastructures I’m creating just in case you may find it useful/interesting.

Unity allows you to do things that you shouldn’t be doing, or not if you want to work productively in a team. One of those things, and one that bugs me a lot is its tendency to generate coupled objects.

I’ve been struggling with studying my whole life. I’ve never been able to sit down and do all that is needed for a test, or even when programming for myself. Now, after years and years of learning bits from here and there I feel like I have some solid...